Cinder Glade

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal
Standard Legal
Frontier Legal

Printings View all

Set Rarity
Battle for Zendikar Rare
Zendikar Expeditions Mythic Rare

Combos Browse all

Cinder Glade

Land — Mountain Forest

(: Add or to your mana pool.)

Cinder Glade enters the battlefield tapped unless you control two or more basic lands.

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Cinder Glade Discussion

Guardians on Need sideboard help for this ...

1 hour ago

I think that 3-4 Glorybringer is the best amount. It is very good in most game 1's and is almost always a live draw. It does kind of compete with chandra as a two red mana spell that when resolved demands an answer. I might try 3/2, or 4/1You probably should also have 3-4 Bristling Hydra if control decks are prevalent.

Your plan is to be agressive, but not Lathnu Hellion and Voltaic Brawler agressive. I think 2-4 Channeler Initiate is a good spot to be in,as it is pretty sweet at ramping and getting deep-fiends out.

You probably should run Whirler Virtuoso over Electrostatic Pummeler, you have no Blossoming Defense and no way to make it huge unless you get huge amounts of energy.

Oath of Nissa also probably isn't worth it, you could run Channeler Initiate over it

I'm not sure if you are really attached to Fling, i might cut it if you aren't too attached

My suggestions for the mainboard

+1 Glorybringer (take out a chandra if you want 4)

+1 Bristling Hydra

+2 Whirler Virtuoso

+1 Lumbering Falls

+4 Channeler Initiate

+2 Blossoming Defense/Magma Spray depending on how prevelant control, zombies, mardu, or aetherworks re in your meta

+2 Game Trail

+1 Forest

+1 Manglehorn (it's great at stopping vehicles, Aetherworks Marvel, and other random stuff like clues with its etb)/+1 Whirler Virtuoso

-3 Oath of Nissa

-2 Spirebluff Canal

-1 Cinder Glade

-3 Electrostatic Pummeler

-3 Voltaic Brawler

-3 Fling

Sideboard comments:

Kozilek's Return vs Sweltering Suns/Radiant Flames: Return is only really good against really good against super-aggro decks. Zombies has Transgress the Mind to get rid of cards like Elder Deep-Fiend so return won't be flashed back. It is true, however that Sweltering Suns kills your stuff, so maybe find something else. Chandra, Flamecaller could be good. Or a different card that is good against zombies. Skysovereign is one of those cards, especially good on t4 with a mana dork. I also don't know how prevalent zombies is in your area.

On the topic of control hosers: Bristling Hydra is very good against most control decks, Glorybringer is good against planeswalker control decks, Prowling Serpopard is great against UR, UW, and other blue decks, and Tireless Tracker is good in general. i'd stick with 2-3 of the cat snake for right now, and maybe 1 tracker. You already have it in the main right now so...

+1 Bristling Hydra (very hard for tower, UR control, and sometimes mardu to beat)

+2 Manglehorn/Release the Gremlins (Over Appetite for the Unnatural Manglehorn is especially good as a pre-Deep-Fiend play) You could stick with appetite though.

+2 Sweltering Suns/Radiant Flames/Chandra, Flamecaller

+1 Tireless Tracker

+1 Skysovereign, Consul Flagship

+1 Negate?

-3 Whirler Virtuoso (cuz it's going in the main)

-2 Kozilek's Return

-1 Baral's Expertise

-2 Appetite for the Unnatural

Side note: If you want to keep Fling and stuff, it's your choice. I'm only giving advice. If so:

MB changes:

+1 Voltaic Brawler

+2 Blossoming Defense

+1 Bristling Hydra

+1 Lumbering Falls

+2 Game Trail

+1 Forest

+1 Anything

-3 Electrostatic Pummeler

-3 Oath of Nissa

-2 Spirebluff Canal

-1 Cinder Glade

Side Side Note: Lumbering Falls is great against control! (and in general) Throw em in!

Changes I definitely advocate for:

CUT Electrostatic Pummeler

Add some hexproof stuff like Bristling Hydra, Lumbering Falls, and Blossoming Defense

Skysovereign, Consul Flagship in the side

Kozilek's Return out for Flamecaller, Sweltering Suns, or Radiant Flames

Keep calm and brew on

Tio_Infernape on Flee the Werewolf Pack

18 hours ago

May i suggest Immerwolf as an werewolf lord for your deck? Silverfur Partisan can do a nice job protecting your wolfs too.

Also, you have more green cards than red, so you may want to raise the number of forests in your deck. Cinder Glade and Game Trail are lands that do a better job than Timber Gorge, but if you think they're expensive, Rootbound Crag is also nice.

That's just my suggestions, no need to take them as true. +1 because i love some Werewolf tribal :)

willtapply on RG Gruul Stompy

1 week ago

Like the deck! Maybe split the Cinder Glade with Sheltered Thicket? I'd only play 1 or 2 Blossoming Defense, once your opponent sees once they'll play like you have a playset.My standard deck is similar, you might get some ideas from it:http://tappedout.net/mtg-decks/jund-energy-smackdown/

Lucky_Dutch on Sliver EDH (Who needs friends?)

2 weeks ago

yeah sure, what u need is dual lands like Blood Crypt, Sheltered Thicket ,Cinder Glade ,Smoldering Marsh etc etc en fetchlands like Flooded Strand, Bloodstained Mire, en Wooded Foothills etc.

i would also reccommand to ad a Sliver Hive, Mana Confluence, City of Brass and Cavern of Souls and a Gemstone Mine

But there are also allot of artifacts who can help you out like Chromatic Lantern, Sol Ring and Coalition Relic and such.

There allot to choose from but the better shock,dual and fetchlands comes with a price tag, but i think its the first thing you should invest in if you want to make the best out of this deck

orion1575 on The Hunters Moon Rises

3 weeks ago

The werewolves look cool. I think for sure you could tighten up your mana base. At least add Wooded Foothills and Stomping Ground. And Copperline Gorge is probably better than Cinder Glade.

emrakulinsmugglers on Jund Discard

4 weeks ago

aw this deck is so sweet... i've been trying to make something like this, 3-1: Jund Minus Exert Prerelease!, is olivia mobilized for war very important?

a suggestion for you is Channeler Initiate, it's been working really well for me (I currently only have 2, am getting more). tapping for mana, while getting stronger, for only 2 is great. also helps you cast more each turn.

also, i think you may be focusing really heavily on your late game, rhonas is good, and so is honored hydra, but simply having 4 honored hydra increases your chances of getting higher cost cards stranded in hand.

some cards to stop that would be Cathartic Reunion. now, this is a terrible card to topdeck late game, but from what i see, this deck should be trying to end the game fast, instead of drawing out to a game of topdeck emrakul.

Shadow of the Grave also lets you dump cards, then get them back. i generally find them useful.

Are the cycling lands worth it? they are very nice for longer games, but since you're playing aggro (at least most of your deck is shaped that way), less cycles and more of Foreboding Ruins and Cinder Glade may help you be faster.

Eki4 on Ah yes, Temur Tower... wait, that's not blue...

4 weeks ago

I love the deck, but don't you think Cinder Glade is better than Game Trail in this situation? Or actually I think a distribution of the 2 could be best.

emrakulinsmugglers on Crouching Hippy, Hidden Dragon

1 month ago

you have white only for dragonlord dromoka, i suggest you replace with Dragon Broodmother, fits with your atarka.

if this deck is based on ramp, you should probably fill your last 10 slots with lands so you have 24 (enough to keep you going), if this isn't budget, then stuff like Stomping Ground, Grove of the Burnwillows, Wooded Foothills. if more budget, then Cinder Glade, Game Trail.

also, why not Anger of the Gods?

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